Yuefeng Kang wrote:
I load a vrml file which is a cylinder (d=105mm, h=180mm) to java 3d
viewer but I can not see it clearly. The code is like following,
Transform3D viewTrans = new Transform3D();
Transform3D eyeTrans = new Transform3D();
sceneBounds = (BoundingSphere)branchRoot.getBou
I load a vrml file which is a cylinder
(d=105mm, h=180mm) to java 3d viewer but I can not see it clearly. The code is
like following,
Transform3D viewTrans = new
Transform3D(); Transform3D eyeTrans = new
Transform3D();
sceneBounds =
(BoundingSphere)branchRoot.getBounds();
Hi, my name is Jazz and im a member of a group
working on a java 3d engine / game at Sheridan College in Brampton,
Ontario. Im using the basic KeyNavigatorBehavior for view
transforms.
Now i have this object on the screen (sphere) and I
want to attach the view to that object so that whe
> Date: Wed, 19 Feb 2003 15:15:42 -0600
> From: Zak Nixon <[EMAIL PROTECTED]>
>
> I am currently studying OpenGL, and trying to make an application that = will
> show the viewing volumes in a 3D application.=20
>
> How can I retrieve these values, for example in OpenGL
>
> glFrustrum(to
I am trying to get the values for the view
volumes
for the parallel and perspective
views.
I am currently studying OpenGL, and trying to make
an application that will
show the viewing volumes in a 3D application.
How can I retrieve these values, for example in
OpenGL
glFrustrum(
Hi I want advice and help
I want my scene move follow object. It's like first person view. I don't
know how to solve this problem. I think use interpolator with
multitransformgroup rigth?
please help
_
The new MSN 8: smart spam
Sean Sylvis wrote:
I attempted to use view frustum culling to reduce the number of
polygons being sent to the video card. Under my first implementation,
I am using one Behavior that wakes up each frame and updates the
frustum planes. And I am using one Behavior for each object that wakes
up each
I attempted to use view frustum culling to reduce the number of polygons being sent to
the video card. Under my first implementation, I am using one Behavior that wakes up
each frame and updates the frustum planes. And I am using one Behavior for each object
that wakes up each frame, gets the cu
Hi all. I have a program that shows a box in the original. My program is
using virtual universe instead of simple universe since I wanna learn about
the View object. Now I would like to know how to make the View object move?
Do I add key listener to it(I don't want to use behavior class)? Do I
-
> From: Brad Urani [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, September 03, 2002 3:28 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] view platform transforms
>
>
> I'm trying to place the view platform so that my whole
> scene is visible when the program starts like so
I'm trying to place the view platform so that my whole
scene is visible when the program starts like so
ViewingPlatform viewingPlatform =
universe.getViewingPlatform();
TransformGroup viewingGroup =
viewingPlatform.getViewPlatformTransform();
Transform3D transform = new Transform3D();
Anyone ever played diablo2?
Was wondering how do i go about creating such a
view.
Screenshot taken from d2:
http://www.5star-shareware.com/Games/RPG/diablo2-screenshot.html
Appreciate the help
r details.>>> >-Original Message-> >From: Discussion list for Java 3D API> >[mailto:[EMAIL PROTECTED]] On Behalf Of> Karl Parry> >Sent: Dienstag, 23. Juli 2002 11:14> >To: [EMAIL PROTECTED]> >Subject: Re: [JAVA3D] view platform - birds eye> vi
Hi Lan Wu-Cavener
Thank you very much for the code getting the world coordinates of the view
point into origViewPosition (with a minor adaptation):
Transform3D currentTransform = new Transform3D();
Vector3f origViewPosition = new Vector3f();
TransformGroup vpTransformGr
ils.
>
>
> >-Original Message-
> >From: Discussion list for Java 3D API
> >[mailto:[EMAIL PROTECTED]] On Behalf Of
> Karl Parry
> >Sent: Dienstag, 23. Juli 2002 11:14
> >To: [EMAIL PROTECTED]
> >Subject: Re: [JAVA3D] view platform - birds eye
ECTED]
>Subject: Re: [JAVA3D] view platform - birds eye view?
>
>
>I'm still having trouble... The code compiles but
>nothing has changed, the view is still as before...
>
>Is it something to do with my program using
>keyNavigationBehavior? As this gets the viewPla
I'm still having trouble... The code compiles but
nothing has changed, the view is still as before...
Is it something to do with my program using
keyNavigationBehavior? As this gets the viewPlatform
as well...
Although I'm not to sure...
Help!
__
hope it helps;)
Transform3D eye = new Transform3D;
//look at params : position of the eye, where it is looking, and the up
direction.
eye.lookAt(new Point3D(0,10,5), new Point3D(0,0,0), new Vector3d(0,1,0));
eye.invert();
this.universe.getViewingPlatform().getViewPlatformTransform().setTransform
The lookAt function set the eye postion to eyePos, looking at the center
point, with up as the viewer's orientation. Here is the code I use.
getVpTransformGroup() returns simpleU.getViewingPlatform().getTransformGroup()
Transform3D viewTrans = new Transform3D();
How do I use the lookAt() function? I'm a bit dopey!
cheers
KP
--- Lan Wu-Cavener <[EMAIL PROTECTED]> wrote: > You may
use LookAt() function in Transform3D class.
> I don't know how to
> control the time.
> Just an idea.
>
>
>
> At 02:34 PM 7/22/2002 +0100, you wrote:
> >Hi everyone,
> > I wa
You may use LookAt() function in Transform3D class. I don't know how to
control the time.
Just an idea.
At 02:34 PM 7/22/2002 +0100, you wrote:
>Hi everyone,
> I want to move the view platform, so it looks down
>on my scene (a computer room). Then I would like to
>move to a different view,
Hi everyone,
I want to move the view platform, so it looks down
on my scene (a computer room). Then I would like to
move to a different view, move the platform from one
place (birds eye) to another, during the running of
the program.
I'm not sure how to move the view platform to the
birds eye
:
> Date: Fri, 14 Jun 2002 11:56:15 -0700
> From: Shawn Harrison <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] View manipulation
>
> I'm designing a simulation model using Java3d to render the results. Does
> anyone know of, or have an example of a
I'm designing a simulation model using Java3d to render the results. Does
anyone know of, or have an example of a user interface to move the view
around and view other parts of the virtual world easily. Just looking for
some hints for how to make it easy to interact with the rendering and input
Hi Katja,
> I am a J3D beginner. I am trying to get a view from above.
> How can I change the view in a simple universe (or a virtual universe) from
> looking along the z axis to looking down the y axis?
This could easily be achieved with
Transfrom3D.lookAt(Point3d eye, Point3d center, Vector3d
Hi!
I am a J3D beginner. I am trying to get a view from above.
How can I change the view in a simple universe (or a virtual universe) from
looking along the z axis to looking down the y axis?
How can I get the coordinates when the user clicks on the canvas? I want to
alow the user to define a path
>Date: Thu, 16 May 2002 11:42:00 -0600
>From: "Raj N. Vaidya" <[EMAIL PROTECTED]>
>Subject: [JAVA3D] View Transp. Sorting Policy
>To: [EMAIL PROTECTED]
>Delivered-to: [EMAIL PROTECTED]
>Delivered-to: [EMAIL PROTECTED]
>
>Has depth-so
Has depth-sorting transparent geometries by invoking
View.setTransparencySortingPolicy(View.TRANSPARENCY_SORT_GEOMETRY)
been reported to result in a possible memory leak ?
Seem to be running into one in my app.
My scenegraph is:
BG -> Shape3D - > multiple By_Ref Geometries w/ coordinates
and col
>
> I am trying to load an object from VRML into my Java3D scene. The object
> has a bounding sphere with:
>
> radius = r =112.05467415507485
> center = (x,y,z) = (100.0, 50.0, 0.0)
>
> Now what I am trying to do is finding a good vantage point for this
> object. However, what I am getting is an e
Hi;
I am trying to load an object from VRML into my Java3D scene. The object
has a bounding sphere with:
radius = r =112.05467415507485
center = (x,y,z) = (100.0, 50.0, 0.0)
Now what I am trying to do is finding a good vantage point for this
object. However, what I am getting is an empty screen
We have several of our users who are experiencing quivering in their user
interfaces when turning. The only way I can see how this is happening is if
the view transformation is occuring a frame ahead (or behind) the image
plate transformation.
In a single behavior (on elapsed frames 0) we :
1.
Hello again--
This whole view model and tracking thing is pretty hard.
But we persist...
With the Head tracked HMD setup...
Everything looks like it is viewed from some oblique
point. My guess is that I don't have the coexistence
setup properly. I cannot seem to make the correct
rotations to
> Date: Fri, 26 Oct 2001 04:37:42 -0500
> From: Alex Terrazas <[EMAIL PROTECTED]>
>
> I am trying to unpack the whole view model thing...
>
> One question that I have is how does the view model
> interact with the rendering loop. From previous
> emails, it was confirmed by Mark Hood that
I am trying to unpack the whole view model thing...
One question that I have is how does the view model
interact with the rendering loop. From previous
emails, it was confirmed by Mark Hood that the
best way to do head tracking is through the PhyscialBody
setHeadIndex() method because it is in a
.576.2111
Visual Communications and Display Lab, Motorola Labs,
1301 E. Algonquin Road, Room 1014 Schaumburg, IL 60196
> -Original Message-
> From: Jürgen Vansteelant [mailto:[EMAIL PROTECTED]]
> Sent: Friday, October 19, 2001 9:02 AM
> To: [EMAIL PROTECTED]
> Subject:
Hi!
Well, sorry I don't have an answer to ur problem but I saw sth interesting 4 me when I
saw ur the pic u sent.
How to put the Grid lines??
Thanx!!
On Fri, 19 October 2001, Jürgen Vansteelant wrote:
>
> Hello,
>
> I've implemented a VRML file into my application, when I rotate the entire
>
Hi again,
another problem occured... my fish check their environment (for collision avoidance)
with a pickray using a pick cone segment. one of the parameters of the conesegment is
the range of vision (Sichtweite) you can change dynamically.
Now that I (finally) installed my fishview I need to
I'm trying to implement some code that needs to render a scene several
times before allowing behaviors to modify the scenegraph. I noticed the
stopBehaviorScheduler routine.
The docs mention this is a heavy-weight routine. Would calling this
routine be more expensive then calling the stopEnable
roblem
>I would extract the rotation component from the view and put it in a new
>transformation, build the "arrow" geometry pointing in (0,0,1) and transform
>it using the rotation.
>
>Dave Yazel
>
>-Original Message-
>From: Quoc Huynh [mailto:[EMAIL
> okay, i've got the transform and u suggest transforming the
> vector(0,0,-1) to work out how this vector maps in 3D space. From the new
> vector, I can find angle between the two vectors, and hence find the angle
> of rotation about the y axis. Is this correct???.
yes, almost, i forgot
el
-Original Message-
From: Quoc Huynh [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, June 13, 2001 6:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] View Platform FOV Direction
Hi Paul,
okay, i've got the transform and u suggest transforming the
vector(0,0,-1) to work out ho
Hi Paul,
okay, i've got the transform and u suggest transforming the
vector(0,0,-1) to work out how this vector maps in 3D space. From the new
vector, I can find angle between the two vectors, and hence find the angle
of rotation about the y axis. Is this correct???. Is this the only way
use the Viewplatform . getLocalToVworldTransform( ) method and transform e.g. the
vector (0,0,-1) the you get a vector you are looking for in 3d space. Set Capability
bits to read the above mentioned transformation.
regards
Paul
Quoc Huynh schrieb:
> Hi all,
>
> I'm trying to retrieve a
Hi all,
I'm trying to retrieve a value from the viewing platform that will tell me
in which direction the viewing platform is looking. I have a viewing
platform moving through a terrain, the position of the viewing platform is
mapped to a 2D image of the terrain, updated with the translat
> What you simply have to do is to apply the transformation in the local
> coordinate system of the Viewplatform. So you do the following:
>
> coordinate transformation to local coordinate system -> applying your
> transformation matrix -> coordinate transformation back to
> virtual coordinate sys
What you simply have to do is to apply the transformation in the local
coordinate system of the Viewplatform. So you do the following:
coordinate transformation to local coordinate system -> applying your
transformation matrix -> coordinate transformation back to
virtual coordinate system. Watch
What type of view navigation are you doing using rotZ? I would think that you
would use rotY(). Well as an example say you use rotY instead, for rotY this
is what you would do...
position.x+= cos(angle)*step;
position.z+= -sin(angle)*step;
As an example..
If you face forward (angle=0), it will b
Hi!
I've a problem with view navigation.
When I rotate my Virtual Camera, (viewTransf3D.rotZ(angle), for example)
and after that I want to translate my position to the left
(position.x+=step)
My movement is relative to the absolute reference system!
So I move to the East, but in the canvas's v
3D Team
Sun Microsystems Inc.
>MIME-Version: 1.0
>X-Priority: 3
>X-MSMail-Priority: Normal
>X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200
>Date: Mon, 26 Mar 2001 20:09:06 +0200
>From: Koen Vanderloock <[EMAIL PROTECTED]>
>Subject: [JAVA3D] View collision
&
Hi all,
Is there anyone who can send me an example prog where
the wakeUpOnCollisionEntry is used with view.
Because when the view hits my colorcube there isn't any event
triggered, and I can't find the problem
Thx in advance,
Koen,
Hi everybodey,
I try to view some HTML textes in JEditorPane or
JTextPane.
Whenever I set my JEditorPane to a HTML that has two
or more
images as TDs of a row in a table which hasn't
specified size,
JEditorPane doesn't show all images properly and only
showes first imgages. In other words JEdito
Hi everybodey,
I try to view some HTML textes in JEditorPane or JTextPane.
Whenever I set my JEditorPane to a HTML that has two or more
images as TDs of a row in a table which hasn't specified size,
JEditorPane doesn't show all images properly and only
showes first imgages. In other words JEdito
Hi,
Is there anyone can explaint what is the usage
of View::setLeftManualEyeInCoexistence? What is
the phisical meaning of the parameter?
Thanks for your reading
Su, Yuan-Liang
is rotating, but trust me, it is the
> > viewplatform rotating around the object.
> >
> > I would also be careful about how you attach things to different branches.
> > Organization is key.
> >
> > And try to keep the post within the mailing list so others can
t; >Date: Tue, 26 Sep 2000 11:15:52 -0700
> >From: Ashish Tayal <[EMAIL PROTECTED]>
> >X-Mailer: Mozilla 4.7 [en] (WinNT; I)
> >X-Accept-Language: en
> >To: Eric Reiss <[EMAIL PROTECTED]>
> >Subject: Re: Fwd: Re: [JAVA3D] View Rotation
> >
> &
at I added to the confusion rather than clearing it up.
Original Message Follows
From: Eric Reiss <[EMAIL PROTECTED]>
Subject: Re: [JAVA3D] Fwd: Re: Fwd: Re: [JAVA3D] View Rotation
No I don't mean that the Viewplatform is rotating in place. I guess I
should not have said rotati
No I don't mean that the Viewplatform is rotating in place. I guess I
should not have said rotating again since I mean that the viewplatform is
orbiting the object. Not the object orbiting the viewplatform.
The object's position and rotations don't change but the viewplatform's
position keeps ch
Eric Reiss:
I have modified your code. I hope the attached files don't get confused
since they have the same names.
I believe what you wanted was the Orbit behavior, not the rotate.
You seem a little confused about the difference.
If you attach a rotate to an object, it will rotate. If you att
ECTED]>
>Subject: Re: Fwd: Re: [JAVA3D] View Rotation
>
>Eric ,
>I am attaching a simple code which uses your class MouseRotate.
> Just observe
>the behavior..
>Ashish T
>
>Eric Reiss wrote:
>
> > I posted a message to the list last night with a pointer t
_
[EMAIL PROTECTED]
23/09/2000 12:49:00
To: [EMAIL PROTECTED]@internet
cc: (bcc: Hans RAKOTOMANGA/ress/fr/socgen)
Return Receipt: No
Importance: Normal
SUBJECT: Re: [JAVA3D] View Rotation
- Original Message -
From: Dvorak, Daniel J.
To: [EMAIL PROTECTED]
Sent
> > >looking at the object.
> > >What doesn't work? I'm guessing that your object goes out of view. That's
> > >probably because you're only translating, not rotating to keep the z-axis
> > >pointing directly away from the object you want to
- Original Message -
From:
Dvorak, Daniel J.
To: [EMAIL PROTECTED]
Sent: Friday, September 22, 2000 3:08
AM
Subject: Re: [JAVA3D] View Rotation
In my project the user "orbits" around the object in the scene,
alwayslooking at the object.What do
To do that uses a
> >little trig, or you can use the LookAt method.
> >
> >Daniel
> >
> >-Original Message-
> >From: Hans RAKOTOMANGA [mailto:[EMAIL PROTECTED]]
> >Sent: Friday, September 22, 2000 6:28 AM
> >To: [EMAIL PROTECTED]
> >Subject
ectly away from the object you want to see. To do that uses a
>little trig, or you can use the LookAt method.
>
>Daniel
>
>-Original Message-
>From: Hans RAKOTOMANGA [mailto:[EMAIL PROTECTED]]
>Sent: Friday, September 22, 2000 6:28 AM
>To: [EMAIL PROTECTED]
>
ay from the object you want to see. To do that uses a
little trig, or you can use the LookAt method.
Daniel
-Original Message-
From: Hans RAKOTOMANGA [mailto:[EMAIL PROTECTED]]
Sent: Friday, September 22, 2000 6:28 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] View Rotation
Hi all, i am tryi
Hi all, i am trying to create a HomeWorld style visualization, ie : Rotation of the
camera around selected objects controlled via the mouse.
So i modified the mouse rotate behavior, attached it to the viewingplatform of a
simpleUniverse.
In the behavior, i set translation to Origin, then perfor
Just to set the record straight regarding the synchronization of view
and node transforms, I submitted a test case late yesterday
demonstrating this bug, and Kelvin submitted it as a bona fide bug.
Note that the problem only occurs when you use the view canvas
getImagePlateToVworld() transform. T
: [EMAIL PROTECTED]
Desiree Hilbring
<[EMAIL PROTECTED]To:
[EMAIL PROTECTED]
LSRUHE.DE> cc:
Sent by: Discussion list forSubject: [JAVA3D] view
Hi,
I am creating some planes, which are intersecting a box. First I want to
give the user a view from the side of the box. Then I am seeing the planes
from the side as well. Unfortunately the planes are kind of
two-dimensional, so that I can't see them from the side. Can I change
that? I would li
I've heard you can not set the view projection directly in Java3D so this
leads me to explain the following...
To generate physically valid stereo pairs, one must at any instant (or for
any particular fixed head position/orientation and thus instantaneous L & R
eye pupil positions) create two pers
Michael,
I'll try to give a more detailed description of the problem.
The Barco Baron is basically a large display screen (1.36m wide by 1.1m
high) (see www.barco-usa.com). The user stands in front of the
display. A pair of cameras tracks his/her hand and produces it's
physical world 3D locati
Rochelle,
Can you explain to me what a Barco Baron projection table is? And/or a
reference?
Also, dumb question, is the user's location, or viewpoint, a head-based
one (say, cyclops position and orientation?)
For what its worth, here are some quick ideas: Try turning the view
around 180
I am new to Java3d and having trouble setting up the view model for my
system. I am trying to develop a vision-based hand tracking system, and
want to display an object (eg sphere) at the location of the user's
hand. The display is a Barco Baron projection table in a vertical
configuration. The
Justin Couch wrote:
Shawn Kendall wrote:
> This is a serious core problem with Java3D IMHO. For many applications
there
> must be a way to guarantee that all behaviors in a scene are updated
before the
> scene is drawn.
As an option, it would be useful, but not necessary.
True, it is not absolut
1:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] View and Scene synchronization bug still in Beta2
Kelvin Chung wrote:
> Hi Shawn,
>
> >>The synchronization bug 4313347 is fixed in FCS release.
> >> However it is too late for us to make it into the upcoming v1.2beta2
Shawn Kendall wrote:
> This is a serious core problem with Java3D IMHO. For many applications there
> must be a way to guarantee that all behaviors in a scene are updated before the
> scene is drawn.
As an option, it would be useful, but not necessary. The problem is
dealing with SMP machines a
Kelvin Chung wrote:
> Hi Shawn,
>
> >>The synchronization bug 4313347 is fixed in FCS release.
> >> However it is too late for us to make it into the upcoming v1.2beta2.
> >>
> >>In FCS release, you will see that the view is
> >> much less jitter than before. But there is still a little b
Hi Shawn,
>>The synchronization bug 4313347 is fixed in FCS release.
>> However it is too late for us to make it into the upcoming v1.2beta2.
>>
>>In FCS release, you will see that the view is
>> much less jitter than before. But there is still a little bit jitter
>> sometime, since Java
In Java3Dbeta1, I found a synchronization problem between updating a
transform on some geometry and updating a transform above the View. The
update was performed in a behavior that used WakeupOnElapsedFrames(0).
>From other posts later, I assumed the synch-ing problem was due to the
bug announced
Kelvin Chung wrote:
> Hi Shawn,
>
>The synchronization bug 4313347 is fixed in FCS release.
> However it is too late for us to make it into the upcoming v1.2beta2.
>
>In FCS release, you will see that the view is
> much less jitter than before. But there is still a little bit jitter
> som
Hi Shawn,
The synchronization bug 4313347 is fixed in FCS release.
However it is too late for us to make it into the upcoming v1.2beta2.
In FCS release, you will see that the view is
much less jitter than before. But there is still a little bit jitter
sometime, since Java 3D spec. don't gu
signoff JAVA3D-INTEREST
w. legendre
--
"truth is no more nor less than what one feels at each
instant in the perpetual climax of the present."
begin: vcard
fn: william legendre
n: legendre;william
org:deacon blue's obviously odd productions. ltd.
em
Hello,
I'm working on a 3D visualization of dynamics data and I'm fighting
against a viewing problem:
To each visual component corresponds a view point (which moves with
it)... and I'm not able to catch the structure of the view part of J3D!
Does anybody have some tip?
Just thought I would post this little snippet of code for people.
Phelim Kelly pasted my code into a HelloUniverse to show a View Platform
movement.
Now, to modify this code and move around the scene, just move the camera
transform object.
<>
Scott
Scott Decker
Research Scientist
Pacific Nort
Ok, my solution is to catch only Entry/Exit events (with USE_BOUNDS,
not USE_GEOMETRY, because the former is much more precise). Set bounds
to the size bigger a little bit that your model. Use the model as an
arm object. The objects in the scene - as triggers. Surround both the
arm object and the
Hello,
First of all thanks to Dan, Andrew, Eric and all others who gave me the
solution to my previous problem.
Currently I am trying to figure out how to implement collision detection for
my 3D world. I wish to detect when the view platform collides with objects
in the scene and then alter the
HI,I'm very frustrated at trying to get the initial
view of my Java 3D World to be correct. I am loading in a VRML file and
would like my view to come up showing the VRML object using as much of the
display window as possible. A portion of my code is shown below. Can
anyone give me some p
Here is the example which was posted, although i tried it and it didn,t
seem to work. If you can get it to work tell me how as well.
On Thu, 2 Dec 1999, Gregory Hopkins wrote:
> Hi,
>
> There seem to have been some good examples posted. I was wondering if anyone could
>explain the
> math invol
Hi,
There seem to have been some good examples posted. I was wondering if anyone could
explain the
math involved in using the difficult universe accurately.
I want to do an effect like throwing a knife into the viewers eye, but I'm not sure
how all the
settings of canvas size, viewpoint etc.
ussion Subject: [JAVA3D] view - not
simple view
list for Java 3D API
01.12.99 21:07
Please respond to
Discussion list for
Java 3D API
Can someone give me an example, or po
Casey Reagan wrote:
>
> Can someone give me an example, or point me to one, of how to set up the
> view in Java3D without using simple universe. All of the examples that I
> have seen use this. I have an image but I want to be able to look at my
> world in different directions.
>
> Thank You,
>
Can someone give me an example, or point me to one, of how to set up the
view in Java3D without using simple universe. All of the examples that I
have seen use this. I have an image but I want to be able to look at my
world in different directions.
Thank You,
Casey R
=
>
> Date:Thu, 23 Sep 1999 18:20:28 +0800
> From:Justin Couch <[EMAIL PROTECTED]>
> Subject: Re: view model (by trial and error)
>
> catching up on some past issues.
>
> Kevin Rushforth wrote:
>
> > >OK, bitch time :) Why is it that Java3D always seems to want to do
> > >things differently
catching up on some past issues.
Kevin Rushforth wrote:
> >OK, bitch time :) Why is it that Java3D always seems to want to do
> >things differently to every other Java API?
Firstly appologies. I read back on this and everything really did come
out wrong. I'll blame being highly stressed with my
Thank you for your comments, we'll take them into consideration,
although we may not be able to address all of them for the 1.2
release.
--
Kevin Rushforth
Java 3D Team
Sun Microsystems
[EMAIL PROTECTED]
>Date: Wed, 15 Sep 1999 01:35:42 -0700
>From: Jon Barrilleaux <[EMAIL PROTECTED]>
>To: mai
>Date: Wed, 15 Sep 1999 13:19:09 +0800
>From: Justin Couch <[EMAIL PROTECTED]>
>
>Kevin Rushforth wrote:
>
>> Using RELATIVE_TO_SCREEN should do what you want. Btw, we have
>> considered adding a variant of RELATIVE_TO_WINDOW that isn't centered
>> in X and Y--similar to RELATIVE_TO_SCREE
Thanks for the info.
> Using RELATIVE_TO_SCREEN should do what you want. Btw, we have
> considered adding a variant of RELATIVE_TO_WINDOW that isn't centered
> in X and Y--similar to RELATIVE_TO_SCREEN, but with the manual X and Y
> eye position being relative to the lower left corner of the win
Kevin Rushforth wrote:
> Using RELATIVE_TO_SCREEN should do what you want. Btw, we have
> considered adding a variant of RELATIVE_TO_WINDOW that isn't centered
> in X and Y--similar to RELATIVE_TO_SCREEN, but with the manual X and Y
> eye position being relative to the lower left corner of the w
Java 3D Team
Sun Microsystems
[EMAIL PROTECTED]
>Date: Sun, 12 Sep 1999 12:09:14 -0700
>From: Jon Barrilleaux <[EMAIL PROTECTED]>
>Subject: [JAVA3D] view model (by trial and error) - contd.
>To: [EMAIL PROTECTED]
>
>this is a continuation of my earlier po
Comments embedded below.
>Date: Sun, 12 Sep 1999 03:04:11 -0700
>From: Jon Barrilleaux <[EMAIL PROTECTED]>
>Subject: [JAVA3D] view model (by trial and error)
>To: [EMAIL PROTECTED]
>Can anyone confirm or deny the following empirical evidence, or answer
>the
100 matches
Mail list logo